Evidence map›Paper›PMID 33538698›Full record

ArticleJMIR serious games2021

Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study.

N A Hashim, N A Abd Razak, H Gholizadeh, N A Abu Osman

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed
1.8field-weighted citation impact, top 13% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

13 citing papers in PubMed, 33 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 3 institutions in 2 countries.

N A Hashim *Department of Biomedical Engineering, Faculty of Engineering, Kuala Lumpur, Malaysia.ORCID https://orcid.org/0000-0001-5050-968X
N A Abd Razak *Department of Biomedical Engineering, Faculty of Engineering, Kuala Lumpur, Malaysia.ORCID https://orcid.org/0000-0002-1911-015X
H Gholizadeh *Ottawa Hospital Research Institute, Ottawa, ON, Canada.ORCID https://orcid.org/0000-0001-5847-7985
N A Abu Osman *Department of Biomedical Engineering, Faculty of Engineering, Kuala Lumpur, Malaysia.ORCID https://orcid.org/0000-0002-2853-4421
University of Kuala Lumpur · MYOttawa Hospital · CAUniversiti Malaysia Terengganu · MY

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundBrain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand. It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance.

objectiveThis study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation.

methodsTen participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey.

resultsSurvey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r

conclusionsThis study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.

Indexed as

box and block testIntrinsic Motivation Inventorymaximum voluntary contractionmotor rehabilitationupper limb amputeevideo games

Identifiers

PMID33538698
PMCPMC7892285
OpenAlexW3008119738

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.